So for my campaign I plan to run a bunch of episodic adventures that are for the most part self-contained in the form of "job offers" the players are extended through various contacts. At the beginning of each session I would hand them a list of potential missions they can undertake from different clients, with varying levels of reward based on risk and whatnot. Here's my list so far (In no particular order):
The Corporate Ladder – Borvo the Hutt hires the crew to run a shipment of weapons from Bonadan to Nal Hutta. The pay is high, but so are the risks: CSA patrols, Black Sun raiders, and navigational hazards make the trip a hefty gamble for all but the most skilled crew.
The Price of Morals – A ruthless Trandoshan pirate king named Trassk hires the crew to run an important piece of cargo to an Imperial outpost. What appears to be a simple job turns deadly as the crew is set upon by pirates, Rebel agents, and a vengeful bounty hunter all looking to secure the mysterious cylinder.
The Most Dangerous Game – A playboy millionaire hires the crew to act as his security team and bodyguards for a sabacc tournament on the Wheel. Things quickly get interesting as they stumble across evidence that the tournament is being used as a cover for an information deal between their client and Rebel spies. What’s more, when they also discover that some of the players are ISB agents hunting their client’s customers the crew quickly becomes embroiled in a silent game of cat and mouse.
Enslaved – The former Rodian Senator approaches the crew with a desperate plea for them to rescue Yarua, an old friend of his from the Wookiee homeworld of Kashyyyk. After slipping past the blockade and meeting with the client’s contacts they discover that their target is imprisoned in the Sector Moff’s palace, and that the pirate king Trassk also wants the Wookiee for his collection.
Mercy Mission – The crew is hired by a relief organization to deliver critically-needed supplies to an Ord Mantellian settlement suffering from a terminal disease. When they arrive, however, they find that the colony’s “illness” is the local Imperial garrison, their “medical supplies” are crates of weapons, and the doctor is a Rebel agent. Caught in the middle of a planetary uprising, the crew must decide whether to take a side or keep their heads down.
Skeletons in the Hold – The crew happens across information that points them to the partially intact hulk of an old Trade Federation superfreighter in deep space. While investigating to see if any of its cargo is salvageable its main computer reactivates and locks down from the inside, trapping the crew inside a dead ship full of battle droids.
Grave Robbing – The crew is hired by an archaeological group to investigate an ancient tomb on the mausoleum world of Boz Pity. While everything initially goes according to plan, they run afoul of a rival treasure hunting team on the trail of the same artifacts they are. What’s more, the spirits of the dead are angered at the disturbance and rise from their graves to express their discontent with both sides.
Stranded – While attempting to earn an honest rep for themselves through hyperspace mapping, the crew runs afoul of an uncharted star and crash lands on a forest moon. There they find that they are far from the first crew to be stranded on the surface, and that one of the previous unwilling colonists has turned feral in order to survive.
Knowledge is Power – A rich scholar from Obroa-Skai discretely hires the crew to break into an Imperial outpost and download the facility’s intelligence files for use in his research. While the pay is too good to turn down, the crew uncovers evidence that their client is actually a Rebel agent, and Imperial Intelligence does not have a comforting reputation regarding their treatment of prisoners and criminals.
Stars' End – A mysterious client offers to pay the crew to break a notorious mass murderer out of an equally notorious Corporate Sector maximum security prison. While they are in the planning stages of the breakout the crew is shocked to discover that another of the inmates is a friend/family member/colleague of theirs, and they must decide whether to risk their job to rescue them as well.
The Heist – The crew is contacted by an anonymous nobleman with a very lucrative offer: in exchange for information on the Denon Capital Depository and free reign to rob the vault blind, the crew will retrieve a lost Alderaanian family crest from the safety deposit box of an Imperial governor.